ya this is killing me ive been dying to make some dank resSacreDoom wrote:I'd like to see a res tool returning, personally, as well.
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ChildhoodObesity
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Re: Graphic mods?
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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jordancoles
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Re: Graphic mods?
Loftar the people are making their concerns heard
How do you respond??
How do you respond??
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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loftar
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Re: Graphic mods?
I didn't particularly see any concerns that are for me to respond to, unless you expect me to write a resource management tool for you or something.jordancoles wrote:Loftar the people are making their concerns heard
How do you respond??
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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ven
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shubla
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Re: Graphic mods?
You probably have tool to make .res files from stuff and vice verse.loftar wrote: resource management tool

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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APXEOLOG
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Re: Graphic mods?
I use the tool written by KerriganHaven. He is lazy dick and don't want to publish it by himself, but he said i can post the binaries

It is nice for viewing resources and allows export and import of different layers, you can also create new resources with it. It also decompiles code sections automatically.
https://dl.dropboxusercontent.com/u/772 ... havenrt.7z (C++ binaries, with all Qt libs for win64)

It is nice for viewing resources and allows export and import of different layers, you can also create new resources with it. It also decompiles code sections automatically.
https://dl.dropboxusercontent.com/u/772 ... havenrt.7z (C++ binaries, with all Qt libs for win64)
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loftar
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Re: Graphic mods?
Yes, but see page 2. The "vice versa" part, therefore, is not true.shubla wrote:You probably have tool to make .res files from stuff and vice verse.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Piquituerto
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Re: Graphic mods?
ty for sharing this, i've been experimenting with the tool for a while and i'm trying to figure out how this works so i can modify/create new meshes/animations and get it working.APXEOLOG wrote:I use the tool written by KerriganHaven. He is lazy dick and don't want to publish it by himself, but he said i can post the binaries
so ... I have few question( probably dumb/noob questions) in case someone can answer.
First, I have no clue about how the layers work, i have no problem exporting the .obj( mesh, UV) and texture but don't know if there is any way to export/import the skel / skan layers (i guess is the rig/animation) so i can assign vertex to bones.
Also there is some res files with vbuf layers instead of vbuf2 and i don't see any option to export, so same question, any way to export/import those layers?
also don't have any idea about how the material layers works... i guess is for the variable materials, but i don't have a clue on how to implement it on custom models.
Just hoping some brilliant mind throw any hints about how to implement some custom shit with this tool, i don't even know if is possible at all with this tool.
Any chances we could at least get that tool?. so we can try to create things from scratch and compile them into res files, i myself am very interested in creating some custom graphics.loftar wrote:Yes, but see page 2. The "vice versa" part, therefore, is not true.shubla wrote:You probably have tool to make .res files from stuff and vice verse.
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shubla
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Re: Graphic mods?
If I remember right he gave up with meshes. I might be wrong though.Piquituerto wrote:ty for sharing this, i've been experimenting with the tool for a while and i'm trying to figure out how this works so i can modify/create new meshes/animations and get it working.APXEOLOG wrote:I use the tool written by KerriganHaven. He is lazy dick and don't want to publish it by himself, but he said i can post the binaries
so ... I have few question( probably dumb/noob questions) in case someone can answer.
First, I have no clue about how the layers work, i have no problem exporting the .obj( mesh, UV) and texture but don't know if there is any way to export/import the skel / skan layers (i guess is the rig/animation) so i can assign vertex to bones.
Also there is some res files with vbuf layers instead of vbuf2 and i don't see any option to export, so same question, any way to export/import those layers?
also don't have any idea about how the material layers works... i guess is for the variable materials, but i don't have a clue on how to implement it on custom models.
Just hoping some brilliant mind throw any hints about how to implement some custom shit with this tool, i don't even know if is possible at all with this tool.
Any chances we could at least get that tool?. so we can try to create things from scratch and compile them into res files, i myself am very interested in creating some custom graphics.loftar wrote:Yes, but see page 2. The "vice versa" part, therefore, is not true.shubla wrote:You probably have tool to make .res files from stuff and vice verse.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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loftar
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Re: Graphic mods?
Well, I mean, the source files are very often specially formatted and all kinds of things, so that tool would really only be good for its source code in order to build a new tool, and then you're just as well off with the client source code. It also depends on a fair bit of the rest of the Haven dev environment, so unless I were to fix it up in various ways, it wouldn't run on your computer, not to mention it is Unix-only.Piquituerto wrote:Any chances we could at least get that tool?. so we can try to create things from scratch and compile them into res files, i myself am very interested in creating some custom graphics.
I've heard the reason he gave up was because he used the OBJ file format for interchange, which sounds reasonable because OBJ is quite outdated indeed. Internally, we use Ogre XML for interchange instead, which I think is much more worth looking into. It's fairly retarded that it is XML, but apart from that it's a pretty nice and extensible format. I'm sure there are other formats that may be useful as well, but I couldn't speak for those personally.shubla wrote:If I remember right he gave up with meshes. I might be wrong though.
"Object-oriented design is the roman numerals of computing." -- Rob Pike